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  1. Hi, I've been trying for a good while to make a mod that plays certain sounds when a player's needs advance, I found the player needs are applied with potions (magic>potions>HC_SleepEffect_Tired for example), so I figured I should use the Event OnItemEquipped since as far as I know it detects when a potion is consumed. I made properties for the player, the sound descriptors and the potions, these seem to be working fine as the sounds play in the OnInit code and I made sure to set them. But in game, when I wait and my needs advance, nothing plays, I get the notification that confirms the even is triggered but I also get "Equipped item not by player" notification which means the "if akReference == PlayerRef" is not working? I have tried a lot of stuff but just can't get it to work, the sound descriptors, the quest and everything else seems to be fine. This is also my first mod and my first time ever using papyrus or the creation kit for that matter. I attached the text of the script Script_SNS.txt
  2. Does a genius know what cause warn c0000409 ??? My game don't launch, not even a crash report message from the game . I tried a lot of thing but didn't work . Thanks in advandce Wed, 08 May 2024 15:09:11 GMT - info: deploying gameId=cyberpunk2077, typeId=enb, installationPath=C:\Users\julie\AppData\Roaming\Vortex\cyberpunk2077\mods, destinationPath=c:\program files (x86)\steam\steamapps\common\Cyberpunk 2077 Wed, 08 May 2024 15:09:11 GMT - info: deploying gameId=cyberpunk2077, typeId=, installationPath=C:\Users\julie\AppData\Roaming\Vortex\cyberpunk2077\mods, destinationPath=c:\program files (x86)\steam\steamapps\common\Cyberpunk 2077 Wed, 08 May 2024 15:09:12 GMT - info: [cyberpunk-2077-vortex-support] V2077 Load Order: Compiling detes for load order UI Wed, 08 May 2024 15:09:12 GMT - info: discovering relative tools c:\program files (x86)\steam\steamapps\common\Cyberpunk 2077 Wed, 08 May 2024 15:09:12 GMT - info: discovering relative tools c:\program files (x86)\steam\steamapps\common\Cyberpunk 2077 Wed, 08 May 2024 15:09:12 GMT - info: [cyberpunk-2077-vortex-support] V2077 Load Order: Successfully deserialized load order id: 1715180931309 (2024-05-08T15:08:51.309Z) Wed, 08 May 2024 15:09:12 GMT - info: potential match c:\program files (x86)\steam\steamapps\common\Cyberpunk 2077\REDprelauncher.exe Wed, 08 May 2024 15:09:12 GMT - info: potential match c:\program files (x86)\steam\steamapps\common\Cyberpunk 2077\bin\x64\Cyberpunk2077.exe Wed, 08 May 2024 15:09:13 GMT - info: potential match c:\program files (x86)\steam\steamapps\common\Cyberpunk 2077\CyberCAT\CP2077SaveEditor.exe Wed, 08 May 2024 15:09:13 GMT - info: potential match c:\program files (x86)\steam\steamapps\common\Cyberpunk 2077\CyberCAT\licenses\CyberCAT.Core.LICENSE.txt Wed, 08 May 2024 15:09:13 GMT - info: potential match c:\program files (x86)\steam\steamapps\common\Cyberpunk 2077\tools\redmod\bin\redMod.exe Wed, 08 May 2024 15:09:13 GMT - info: potential match c:\program files (x86)\steam\steamapps\common\Cyberpunk 2077\REDprelauncher.exe Wed, 08 May 2024 15:09:13 GMT - info: potential match c:\program files (x86)\steam\steamapps\common\Cyberpunk 2077\bin\x64\Cyberpunk2077.exe Wed, 08 May 2024 15:09:13 GMT - info: potential match c:\program files (x86)\steam\steamapps\common\Cyberpunk 2077\CyberCAT\CP2077SaveEditor.exe Wed, 08 May 2024 15:09:13 GMT - info: potential match c:\program files (x86)\steam\steamapps\common\Cyberpunk 2077\CyberCAT\licenses\CyberCAT.Core.LICENSE.txt Wed, 08 May 2024 15:09:13 GMT - info: potential match c:\program files (x86)\steam\steamapps\common\Cyberpunk 2077\tools\redmod\bin\redMod.exe Wed, 08 May 2024 15:09:13 GMT - info: [new-file-monitor] file list snapshot saved filePath=C:\Users\julie\AppData\Roaming\Vortex\cyberpunk2077\snapshots\snapshot.json, duration=14 Wed, 08 May 2024 15:09:33 GMT - info: [cyberpunk-2077-vortex-support] V2077 Load Order: REDmod deployment 1715180931309 complete! Wed, 08 May 2024 15:09:50 GMT - warn: child process exited with code: c0000409 Wed, 08 May 2024 15:09:52 GMT - info: [cyberpunk-2077-vortex-support] V2077 Load Order: Compiling detes for load order UI Wed, 08 May 2024 15:09:52 GMT - info: [cyberpunk-2077-vortex-support] V2077 Load Order: Successfully deserialized load order id: 1715180931309 (2024-05-08T15:08:51.309Z) Wed, 08 May 2024 15:10:10 GMT - warn: child process exited with code: c0000409 Wed, 08 May 2024 15:10:12 GMT - info: [cyberpunk-2077-vortex-support] V2077 Load Order: Compiling detes for load order UI Wed, 08 May 2024 15:10:12 GMT - info: [cyberpunk-2077-vortex-support] V2077 Load Order: Successfully deserialized load order id: 1715180931309 (2024-05-08T15:08:51.309Z) Wed, 08 May 2024 15:10:18 GMT - info: Refresh User Info global menu item clicked Wed, 08 May 2024 15:10:18 GMT - info: onRefreshUserInfo() started Wed, 08 May 2024 15:10:18 GMT - info: onRefreshUserInfo() nexus.getUserInfo response sub=178846830, name=Aweamo, [email protected], avatar=https://avatars.nexusmods.com/178846830/100, group_id=3, membership_roles=, premium_expiry=0
  3. Okay whilst this sounds like a some-what boring mod request, many Skyrim players as well as myself need someone who can fix a huge (but simple) bug the USSEP does not want to fix. (Apparently because it may be caused from a modded game makes it okay to dismiss such a common bug). Let's be real: More people play Skyrim with mods than don't. Which is why it's unacceptable to deny giving this fix a shot. The Message to Whiterun glitch I'm talking about can be found on forum to forum across the internet, and is a game breaker. It's the last objective known as: Report to Legate Quentin Cipius. Look it up if you don't believe how many people have experienced this bug and from how long ago its been around. And as soon as you get it in most cases it is un-fixable, making the civil war quest line impossible to progress. When trying to speak with the Legate, he only returns with default guard dialogue, instead of giving you orders to continue to battle and beginning the new quest Battle for Whiterun. There are a number of potential fixes that have worked for some including whiping the bounty, killing Legate Cipius and reviving him (or downing him and talking to him as he gets up) or even leaving the area and waiting then returning. But for most of us these are to no avail. The code to fix this may be as simple as something like forcing the game to check your objective status ( I'm no modder or very good programmer so this probably isn't helpful at all) But if this has sparked a lightbulb for anyone I urge you to give hope to the lost causes who only wished to continue on their Imperial journey through Skyrim. Oh, and please upload this to Xbox ONE mods, this is where I know at least two other people need the fix as well. Contact info: [email protected]
  4. I would like to make an NPC who is stationary with bound hands, and able to be freed, much like a Stormcloak prisoner whom is being escorted by the Imperials. I would also like to make it so that this is only possible during a certain stage of the quest, while also not allowing the player to give items to the NPC, unlike with the Stormcloak prisoner. After freeing the prisoner, I would like them to follower the player, until leaving the dungeon which they were inside, and then once making to the outside of the dungeon, to travel to a certain location on the map and then stay there. I took this script from the WE09 (Wilderness Encounter of the Stormcloak Soldier being escorted by the Imperials) quest, which I have been looking at, thinking about how I would modify it to get it to work, with no progress, as I am a novice to coding and do not know where to start and how to make this work. This is the script: Scriptname WEPrisonerAliasScript extends ReferenceAlias ;This script pops a message box when activating the prisoner;if player frees, adds captors, himself, and prisoner to factions to make people hate each other;You should make sure elsewhere that the captors have aggression high enough to attack their enemies Topic Property WESharedDialoguePrisonerSetFree Auto idle Property OffsetBoundStandingStart Autoidle Property OffsetStop Auto Message Property WEPrisonerMessageBox AutoFaction Property WEPrisonerFreedFaction Auto Faction Property WEPrisonerFreedCombatCaptorFaction AutoFaction Property WEPrisonerFreedCombatPrisonerFaction Auto ReferenceAlias Property Captor1 AutoReferenceAlias Property Captor2 AutoReferenceAlias Property Captor3 AutoReferenceAlias Property Captor4 AutoReferenceAlias Property Captor5 Auto bool bound = True int iDoNothing = 0int iSetFree = 1int iSetFreeShareItems = 2 Event OnLoad()if boundGetActorReference().playIdle(OffsetBoundStandingStart)EndIf EndEvent Event OnActivate(ObjectReference akActionRef) if GetActorReference().IsDead() || GetActorReference().IsinCombat(); debug.trace(self + "OnActivate() IsDead() or IsInCombat() so not showing message box") Elseif Bound == true ; debug.trace(self + "OnActivate() will call show message box") Actor ActorRef = GetActorReference() int result = WEPrisonerMessageBox.show() if result == iDoNothing;debug.Notification("DO NOTHING") elseif result == iSetFree;debug.Notification("SET FREE") FreePrisoner(ActorRef, OpenInventory = False) elseif result == iSetFreeShareItems;debug.Notification("SET FREE SHARE ITEMS") FreePrisoner(ActorRef, OpenInventory = True) EndIf EndIfEndEvent Event OnHit(objectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)if AkAggressor == game.getPlayer()Game.GetPlayer().AddToFaction(WEPrisonerFreedCombatPrisonerFaction)Captor1.TryToAddToFaction(WEPrisonerFreedCombatCaptorFaction)Captor2.TryToAddToFaction(WEPrisonerFreedCombatCaptorFaction)Captor3.TryToAddToFaction(WEPrisonerFreedCombatCaptorFaction)Captor4.TryToAddToFaction(WEPrisonerFreedCombatCaptorFaction)Captor5.TryToAddToFaction(WEPrisonerFreedCombatCaptorFaction)endifendEvent Function FreePrisoner(Actor ActorRef, bool playerIsLiberator= true, bool OpenInventory = False); debug.trace(self + "FreePrisoner(" + ActorRef + "," + playerIsLiberator + ", " + OpenInventory +")") ActorRef.AddToFaction(WEPrisonerFreedFaction)ActorRef.AddToFaction(WEPrisonerFreedCombatPrisonerFaction)ActorRef.EvaluatePackage()if playerIsLiberatorGame.GetPlayer().AddToFaction(WEPrisonerFreedCombatPrisonerFaction)EndIf if OpenInventoryActorRef.openInventory(True)EndIf ActorRef.Say(WESharedDialoguePrisonerSetFree)bound = False Captor1.TryToAddToFaction(WEPrisonerFreedCombatCaptorFaction)Captor2.TryToAddToFaction(WEPrisonerFreedCombatCaptorFaction)Captor3.TryToAddToFaction(WEPrisonerFreedCombatCaptorFaction)Captor4.TryToAddToFaction(WEPrisonerFreedCombatCaptorFaction)Captor5.TryToAddToFaction(WEPrisonerFreedCombatCaptorFaction) ActorRef.EvaluatePackage() EndFunction Function ClearFactions();call when quest shuts down; debug.trace(self + "FreePrisoner") Game.GetPlayer().RemoveFromFaction(WEPrisonerFreedCombatPrisonerFaction) TryToRemoveFromFaction(WEPrisonerFreedCombatCaptorFaction)Captor1.TryToRemoveFromFaction(WEPrisonerFreedCombatCaptorFaction)Captor2.TryToRemoveFromFaction(WEPrisonerFreedCombatCaptorFaction)Captor3.TryToRemoveFromFaction(WEPrisonerFreedCombatCaptorFaction)Captor4.TryToRemoveFromFaction(WEPrisonerFreedCombatCaptorFaction)Captor5.TryToRemoveFromFaction(WEPrisonerFreedCombatCaptorFaction) EndFunction
  5. I'm looking for someone to work with me on new mod's I have 2 in the works and 2 more that I have published. the reason for this is that I do not have the time to learn scripting because life also it means I can focus on the story and how the mod works. Skill Level :- to be honest I don't have have a set level required but I good knowledge/skill level, if you can give me and idea of your level then go from there. This is not just a small help you will be credited and it will be as a team not as one person getting some help, if you have an idea of how the mod should go then say, if you know people who could help then say it is a team after all. link to my mods :- http://www.nexusmods.com/fallout4/mods/14191/? - Blood Packs. http://www.nexusmods.com/fallout4/mods/13515/? - Trailer Home If you would like to know more message me or comment here. sorry if this is in the wrong place.
  6. Hi. Just like the title says, I am looking for help with some C# code that is currently beyond my abilities. I need a function (or set of functions) that takes a Skyrim savegame and spits out a List<string> of FormID values (including plugin prefix) in hex byte representation, of the player-character's inventory. Specifically, I'm looking for ingredients, but would prefer everything currently carried by the player. I have found similar functions in Java and C++ but trying to interpret them is - literally - like trying to read a different language. I understand the concept of the FormID array and the whole changed Form table thingy, but have been unable to grasp the required routines by myself. Any help would be greatly appreciated. Thanks, -m
  7. Hey y'all, Back in FO3 there was a variable called "PunchForce=" or something like that, which you could manipulate in order to change the physical impact of bullets/guns/weapons. Is there something like this in Fo4? (FO3 mod example: https://www.nexusmods.com/fallout3/mods/8940?tab=description). Is this doable with a gun in FO4? If so, can someone give me an idea of how to get started? Thanks :smile:
  8. I am not up to this point yet with my mod, but since it's going to be tricky to do, I figured I should find out the answer as soon as possible so I can implement it when my mod is ready for the introduction of that object. I am going to convert the Nuka Cola vending machine like this:http://i637.photobucket.com/albums/uu100/zrowngctr/Fallout/Fallout4/CreationKit/NCMconv01_zpswjikgbam.pngSince the FO4 version has a hinged door and the bottles are sitting on a shelf inside that door, I need to rewrite that code so the new version is just a container and it restocks it's inventory at regular intervals, like the FNV version. How do I rewrite the code so that the vending machine is just a restocking container? The last time I tried this, it messed up badly, the code worked, but the inventory items were mismatched, it kept creating different sets of items instead of one kind of item.
  9. I've been having a lot of trouble with a script for a "combination lock" puzzle. Perhaps I've over-complicated it, but the idea is that depending on what pipe is open, different placeable water levels are enabled/disabled. E.g. When the highest pipe is open, the higher water will be enabled and all the lower water objects will be disabled. scn EFWaterControlCheck ; call refs for doors ref RhT ; highest pipe door ref RhL ; one of two medium pipe doors ref RhR ; one of two medium pipe doors ref RhB ; lowest pipe door ref RlB ; water exit pipe door ; call refs for placeable water tiles ref L1a ref L1b ref L1c ref L1d ref L2a ref L2b ref L2c ref L2d ref L3a ref L3b ref L3c ref L3d ref L3e ref L4a ref L4b ref L4c ref L4d ref L4e begin OnActivate ; Electrical Switch Activator ; define refs set RhT to IDoorHighRoomTop set RhL to IDoorHighRoomLeft set RhR to IDoorHighRoomRight set RhB to IDoorHighRoomBottom set RlB to IDoorLowRoomBottom set L1a to EFWaterL1a set L1b to EFWaterL1b set L1c to EFWaterL1c set L1d to EFWaterL1d set L2a to EFWaterL2a set L2b to EFWaterL2b set L2c to EFWaterL2c set L2d to EFWaterL2d set L3a to EFWaterL3a set L3b to EFWaterL3b set L3c to EFWaterL3c set L3d to EFWaterL3d set L3e to EFWaterL3e set L4a to EFWaterL4a set L4b to EFWaterL4b set L4c to EFWaterL4c set L4d to EFWaterL4d set L4e to EFWaterL4e if RhT.GetOpenState == 1 ; if highest pipe is open, set water level to highest level (4) L4a.Enable L4b.Enable L4c.Enable L4d.Enable L4e.Enable L3a.Disable L3b.Disable L3c.Disable L3d.Disable L3e.Disable L2a.Disable L2b.Disable L2c.Disable L2d.Disable L1a.Disable L1b.Disable L1c.Disable L1d.Disable elseif RhT.GetOpenState == 0 && RhL.GetOpenState == 1 ; if middle pipe is open, set water level to High level (3) L4a.Disable L4b.Disable L4c.Disable L4d.Disable L4e.Disable L3a.Enable L3b.Enable L3c.Enable L3d.Enable L3e.Enable L2a.Disable L2b.Disable L2c.Disable L2d.Disable L1a.Disable L1b.Disable L1c.Disable L1d.Disable elseif RhT.GetOpenState == 0 && RhR.GetOpenState == 1 ; if alt.middle pipe is open, set water level to high L4a.Disable L4b.Disable L4c.Disable L4d.Disable L4e.Disable L3a.Enable L3b.Enable L3c.Enable L3d.Enable L3e.Enable L2a.Disable L2b.Disable L2c.Disable L2d.Disable L1a.Disable L1b.Disable L1c.Disable L1d.Disable elseif RhT.GetOpenState == 0 && RhR.GetOpenState == 0 && RhL.GetOpenState == 0 && RhB.GetOpenState == 1 ; if low pipe open, set water level to medium L4a.Disable L4b.Disable L4c.Disable L4d.Disable L4e.Disable L3a.Disable L3b.Disable L3c.Disable L3d.Disable L3e.Disable L2a.Enable L2b.Enable L2c.Enable L2d.Enable L1a.Disable L1b.Disable L1c.Disable L1d.Disable elseif RhT.GetOpenState == 0 && RhR.GetOpenState == 0 && RhL.GetOpenState==0 && RhB.GetOpenState==0 && RlB.GetOpenState==1 ; if only exit pipe open, disable all water L4a.Disable L4b.Disable L4c.Disable L4d.Disable L4e.Disable L3a.Disable L3b.Disable L3c.Disable L3d.Disable L3e.Disable L2a.Disable L2b.Disable L2c.Disable L2d.Disable L1a.Disable L1b.Disable L1c.Disable L1d.Disable elseif RhT.GetOpenState == 0 && RhR.GetOpenState == 0 && RhL.GetOpenState == 0 && RhB.GetOpenState == 0 ; if L4a.Disable L4b.Disable L4c.Disable L4d.Disable L4e.Disable L3a.Disable L3b.Disable L3c.Disable L3d.Disable L3e.Disable L2a.Disable L2b.Disable L2c.Disable L2d.Disable L1a.Enable L1b.Enable L1c.Enable L1d.Enable endif end The trouble doesn't come from the GECK not saving the script or not running it... In fact, if you take the aforementioned example and run the script when the highest pipe is open, the water level changes as it should. However, NONE of the other pipe configurations work. I've been working on this for a day now, and I've gone over the script carefully (in different fonts, even), but I have yet to solve this issue. The only potential issue I can see would have something to do with my use of the && logic operator, but I can't find anything wrong with that... Any help would be hugely appreciated. Thanks in advance. P.S. If anybody can tell me how to disable this godawful colour striping in the code block I'll fix that ASAP
  10. Hello all! I've been creating a new enemy unit, an alien unit based off the Archon. I have already finished the skeletal mesh and it looks great with the Archon animation sets, but the thing is, I want this new unit to be something a bit more unique, rather than just a palette (mesh) swap of the Archon. So I want to give it the Icarus Slam ability. I believe that only players with the Alien Hunters DLC would be able to use this mod, but that's ok. I'm just wondering how I can go about doing that. I've separated a bunch of threads and discussions on how to create new abilities, so I will be reading those, but in my research, I've learned that the code for the DLC Rulers isn't readily available. So, a couple of questions: 1. What is the code for the ability Icarus Slam, or where can I find it? 2. After finding it, how would I add the ability to the enemy unit? 3. Can I actually add this ability to a normal enemy unit? 4. If/when success is achieved, can I publish this legally? I'm not sure if it would only work for people with the DLC, or if it would be recreating the ability and setting it out for free, thus getting me in trouble? Thank you to all who read and can help!!
  11. Hi guys! Finally we have a new working console mod. I'd like to know if there is a way to set the level of the monster\enemy i want to spawn Also if there are more codes to spawn human enemies a part from these: i saw some vid where a guy spawned serious soldiers and not these lvl 1 guys instakillable.
  12. hello everyone, i play SV a decent amount and even upload some to youtube, i also help out several other players and youtubers, through all of this i decided that there are several mod ideas i wish to create myself, however it would seem that info on how to make a mod for this game is rather rare. i am hoping that between the community members we can find, consolidate, and brainstorm ways to do different types of mods on here. i will try to keep the main post up to date with the current modding tutorial/tips. the main types of mods which i really wish to learn how to do are these: 1. tools 2. weapons 3. blacksmith trades (or even an entirely new npc) 4. maps 5. totems 6. crafting recipes 7. accessories 8. buildings 9. animals 10. tv shows 11. events/festivals 12. fishing mini-game (planning on making a game as challenging, but more realistic and easier for those with arthritis / carpal tunnel) 13. house upgrades 14. new foods 15. monster spawns 16. monsters 17. giant crops i know this is a big list, and there are way more things to add, but i want to try and make a full modding help topic
  13. I try not to always complain. But sheesh this one has had me stumped for days. It compiles just fine but in game only if my "DaedricPower" is over 2500 will it do anything. Anything lower and nothing seems to fire. I see that my "if" and "&&" statements aren't working. I want it to detect that if "DaedricPower" is between those to numbers (I.E. >=100 and <300), add the upgraded spell version, remove the current.
  14. I just thought it would be great if someone could make a facecode tool for this game similar to the one used in Mass Effect series. I don't know how about you but I spent long hours trying to create and leater on Recreate a "Familiar" face in the game, and aside from a few crashes during the process it would just be sooo much easier for me to do that in the past, same as if I was to ever play the game again and want to use my awesome face I got used to, I could just simply copy the code. I just toss an idea out there, maybe someone sharing my views will actualy want to do that :P I am no modder myself so I cant rly do much more :P
  15. You know, when you do a meelee or unarmed charged attack the character just goes WRRaasgh! and sometimes screams like an idiot even if you are sneaking. So, does anyone of you know the name of this particular sound fx on the GECK? I searched myself multiple times but didn't find it. I know that it's there so maybe i'm just blind or something. The thing is, obviously, i just want to remove it. OR, if that's not possible, just delete the script that makes the game play that specific sound. But i don't know the name of that either. So, any gentleman that knows one of these things? :geek: (in case i made some mistakes: i'm really sorry for my bad english, it's not my native language)
  16. I am a little rusty on my coding language, but I have to ask. What is the code language to the scripts in Fallout New Vegas?
  17. I'm looking for a mod that allows me to change whether or not a friendly unit will attack me, if I attack them. There's been many times where a stray arrow has hit a guard while I was fighting something else, causing the guards to then turn on me. I've been playing around a lot with Warzones, and it'd be nice to have a mod that would manage aggro depending on which faction you're a part of, or something like that. Say I was part of the stormcloaks, and in a battle that was stormcloaks vs imperials, and I accidently shot a stormcloak, I wouldn't have the whole stormcloak army fight me instead of the imperials because of one stray arrow. I'd love if someone could make this, I'd give them the biggest highfive Thanks
  18. Hello :3. I am using the Terminator race mod on the nexus mods site and would really love to see Terminator vision ^^. If coding all the occasional text and computer messages a terminator would receive from different objects it sees is too hard I'd settle for a red screen with a few stationary computer codes buzzing on the corners of the screen. Anyone up for this challenge. Not a modder myself but i can't imagine that would be too hard to code. Thanks :3
  19. http://i.imgur.com/VTwYwDO.png Alright, on release of the CK, I will be working on a mod that brings back the Enclave, lore friendly of course. If you liked the enclave, and look forward for a mod like this, dont worry, I wont spoil the story in this. In order for the mod to be genuine, I need a small team for these positions: (!) This means it is IMPERATIVE. 2+ Voice Actors(Male/Female) - Need a good voice actor, 1 male and 1 female, or more. SFX Creator - Creates SFX, though most we need are in game, we will still need some. 1+ Modeler(!) - Creates Models 1 Assistant Scripter/Coder - Helps with code, not needed at all times. 1 Artist - Creates textures for the models Story Writer(s) - Not Vital, but i'm not the creative type :tongue: Current Planned Features: Complete Linear Story-line for the EnclaveFull In-Depth voice acting(Player *probably* wont talk, unless we could get someone who has a good impression of both 'Lone Survivor' voices)Multiple Variants of Enclave Troopers, Officers, and handfuls of intractable characters1+ Companions with full functionalityPower Armor(If we cant get a modeler, we will just port it from fallout 3...)Enclave RadioEnclave Headquarters, with multiple different shops.Power Armor PaintsCombat Armor Chest DecalsSide QuestsIntertwining with vanilla storyMore to come!I will have addition updates monthly/bi-monthly(HOPEFULLY) and I will have bug fixes once a week, unless I can find any Bare-bones of the beginning: *Please do not expect this will be then end product* *Before you say, I know it sounds like the BoS Start, but I assure you the story will be different.* Basically the Vanilla story, but when you go to *Placeholder Name* you get a special radio station called Military Frequency *Placeholder Number* just having something about some deathclaw problem, overwhelming their base. There are basically 3 deathclaws, 3 enclave soldiers, 1 downed enclave soldier, and if you help them, they talk to you. The squad point their guns at you, and the named soldier closest to you tells you to back off, but you can question them/pursuade them to talk to you/get cocky(harsh pursuasion) and say you saved their lives *If this fails they will become hostile until you leave the area, and you have to wait until the second chance.*/back away IF you back away you will still be able to talk to them until the Prydwen shows up, and after then you can still join up, but the squad is no longer there. They relocate nearby, and there is a distress pulser beeping nearby with the one named soldier holding out in a broken house fighting raiders, including raiders in power armor. If you help him, he will properly introduce himself, and it will go from there. This soldier will essentially be the Paladin Danse of the Enclave, dont worry, hes not some sort of agent or synth. After that point, the story is something completely different, and heres where you guys come in. A story writer would help me with making it an awesome experience, and on top of that, we cant make this good without voice acting, models, textures, and SFX. If you want to help, just email me: [email protected] Just say what position you want, little bit about yourself, and not required, but I would like to see some of the work you can do. IF you can do something off this list, just tell me what it is you can do. This page will be updated daily. The reason why I need these now, is so we are prepared for the CK release, so we could hopefully get the mod out soon after then. *Asterisks indicate some important information, or a temporary placeholder.*
  20. What's the code to make a sound file play (Or a Sound Marker, which ever one, just a sound)? I'm making it so that when a player hits a certain thing with their sword, it will play this custom sound file (Which I know, at least, is done with the OnHit event).
  21. can somebody help me with it? i do think i have the code for it. and i have created it. but what do i need to change to use that exact magickal ability? Scriptname AurFighting extends Actor spell property AuBoundSwordSP auto event OnCombatStateChanged(Actor akTarget, int aeCombatState) if(aeCombatState==1) AurBoundSwordSP.Cast(self, self) endif endevent i added this and well. my npc still not using the ability? what did i do wrong? im kinda noob for the scripting. and this would be my first. this is the original: Scriptname BoundWeaponCombat extends Actor spell property boundweapon auto event OnCombatStateChanged(Actor akTarget, int aeCombatState)if(aeCombatState==1)boundweapon.Cast(self, self)endifendevent
  22. I want to learn networking to make a game with souls combat, I need some info on how dark souls 3 handles networking. in invasions .... Is the host the link (server) between all players in the session? each player is sending data directly to the other players in the sessions? what data is transfered (inputs , commands, position, velocity) ? how can i get my hands on the network code of the game?
  23. Hello everyone, I am sorry if this is the incorrect way to ask for help but here is my issue. This is the text I see pop up on my screen when I launch Star Wars Battlefront 2 from Frosty Mod Manager - "An item with the same key has already been added. at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource) at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add) at FrostySdk.Managers.AssetManager.ReadFromCache(List`1& prePatchCache) at FrostySdk.Managers.AssetManager.Initialize(Boolean additionalStartup, AssetManagerImportResult result) at Frosty.ModSupport.FrostyModExecutor.Run(FileSystem inFs, CancellationToken cancelToken, ILogger inLogger, String rootPath, String modPackName, String additionalArgs, String[] modPaths) at FrostyModManager.MainWindow.<>c__DisplayClass14_0.<launchButton_Click>b__0(FrostyTaskWindow task) at System.Threading.Tasks.Task.Execute()--- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at Frosty.Core.Windows.FrostyTaskWindow.<FrostyTaskWindow_Loaded>d__19.MoveNext()--- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)" I have no idea what any of this means or how to fix it (I am very new to modding my games). Any help would be greatly appreciated!
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